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Crysis 2 Weapon and Enemy Guide:
Guide Started: April 2, 2011
by Alan Chan (joylock @ hotmail.com)
The latest version of this guide may be found at www.gamefaqs.com.
The Usual:
This document is mine. Please don't rip it off or take credit for it. That
being said, feel free to post it on any site you want, provided you a)
don't make any changes to it, and b) don't charge money for it. You
don't even have to get my permission to post it (as long as it remains
unaltered), but it would be nice if you emailed me and let me know
(joylock @ hotmail.com). Please do credit me if you use any
information taken directly from this guide on your own guide or
website, though. Also, it took me a few hours to get all the stats
from the game files and compile them into an easily readable format,
so if you got the stats from my guide and post them elsewhere please
credit me.
However: If you do post this guide on your web site, UNDER NO
CIRCUMSTANCES REMOVE !!ANY!! PART OF IT, INCLUDING
THE HEADER WITH CONTACT INFORMATION AND
DISCLAIMERS. ESPECIALLY DO NOT REMOVE THE LINE "The
Latest Version of This FAQ can be found at www.gamefaqs.com".
Thank you.
I want to thank Luigi Auriemma, writer of QuickBMS, which helped
me view the game data and NPC/Weapon files.
Purpose of this Guide:
Well, since I wrote a Weapon/Enemy guide for the original Crysis, I
figure I might as well write one for Crysis 2 as well. I discovered some
helpful stuff that I wanted to share, such as the full multiplayer
damage values of the various weapons (hopefully they haven't
change due to patches), and some easy ways to take out the Ceph
Heavies and Pingers. This guide is marginally less in-depth than my
previous ones, as I am trying to write it in a bit of a hurry due to not
having as much free-time as I did back in the day. I do plan to edit
and format it a bit later after the initial release.
TABLE OF CONTENTS:
- Game Mechanics
- Health and Suit Functions
- Weapons
- Primary Weapons
- Pistols
- Submachine Guns
- Shotguns
- Assault Rifles
- Other Weapons
- Special Weapons
- Explosives
- Heavy Weapons
- Enemies
- C.E.L.L. Operator
- C.E.L.L. Gunship
- Ceph Tick
- Ceph Grunt
- Ceph Stalker
- Ceph Grunt Commander
- Ceph Stalker Commander
- Ceph Heavy
- Ceph Pinger
- Ceph Guardian
****************
*Game Mechanics*
*******************************************************************************
- The game's difficulty setting mostly affects enemy A.I. On the higher
difficulties, enemies have faster reaction times and better situational
awareness. Enemies also seem to have better aim and fire in longer bursts
on the higher difficulties, making enemies with automatic weapons noticeably
more dangerous.
On all difficulties, enemies have the same amount of health and do the
same amount of damage.
The major exception is that, on the highest difficulty setting
(Post-Human Warrior or Supersoldier, depending on the version you're playing)
there's no split-second invincibility after you're hit, allowing you to be
damaged by each consecutive bullet in a spray of automatic fire. As a result,
you die a LOT faster against automatic fire when not in Armor Mode. In
Armor Mode, however, your durability seems pretty much the same.
- Crysis 2 uses a "smart" cover system, similar to Call of Juarez: Bound
In Blood or Killzone. When you're up against a low wall or crate, you can
lean your weapon over it (or, alternatively, lean back down behind cover) by
moving your aim up and down. When pressed against a wall, you can also
lean left or right around corners by pressing the left or right direction
keys while aiming.
***************************
*Health and Suit Functions*
*******************************************************************************
- In single-player, you have 1000 health units. As a result, it takes about
6 direct assault rifle hits to kill you when not in Armor Mode. Armor
Mode completely absorbs all damage you take, as long as suit energy is
available instead. Health quickly starts regenerating after about 5
seconds if you can avoid taking any damage.
The Deflection suit module lets you survive about 50% to 100% more damage,
but is very expensive in terms of nano catalyst. It also has no effect
on the effectiveness of your Armor Mode.
In multi-player, each player has 130 health units. It takes about 5 SCAR
rifle shots or 4 Nova pistol shots to kill a character in multi-player
if they aren't in Armor Mode (which, interestingly, makes a multi-player
character roughly as durable as a C.E.L.L. Operator from single-player).
Armor Mode reduces the damage a player takes to about 65% as long as suit
energy is available, so it takes about 7 SCAR rifle shots or 5 Nova
pistol shots to kill an Armored player.
- You have 100 units of energy for your nanosuit. Your various suit powers
consume energy at different rates. After using a suit power, there's
a delay of about 2 to 3 seconds before your energy will begin to recharge.
Once energy begins to recharge, it recharges at a rate of 30 units per
second (60 units per second if the Nano Recharge module is equipped).
The majority of suit powers can be used at the same time, although the
energy drain from using multiple powers at once is signficant. The only
exception is Armor Mode and Cloak Mode, which are incompatible; only
one can be used at once (although other suit powers, such as Speed,
Strength, or Nano Vision, can still be used while Armored or Cloaked).
In many cases the multi-player suits are much weaker than the one seen
in the single-player campaign, due to multi-player characters being
equipped with weaker mass-produced nanosuits rather than Prophet's
unique N2 nanosuit. Thus, the mass-produced suits' modes drain energy
much faster, and the Armor Mode offers noticeably less protection
as well.
ARMOR MODE: Acts as a hardened "shield" that absorbs all damage taken
by the suit, leaving your health unscathed. Unlike games like Halo
or the original Crysis, Armor Mode is not the default mode, and has
to be activated manually. Also, when Armor Mode is active, it slowly
drains your suit energy at a rate of 2 units per second (1 unit per
second if the Armor Enhance module is equipped) which means you
have a maximum of 50 seconds of Armor Mode (100 seconds with Armor
Enhance) before running out of energy. Additionally, any damage you
take will further drain suit energy while in armor mode. Every 40
points of damage drains 1 unit of suit energy, so at full power you
can withstand 4000 units of damage (about 23 assault rifle shots)
before Armor Mode fails. While Armor Mode significantly improves your
durability, it also slows down your movement speed down to about 82%
of normal.
In multi-player, the weaker mass-produced suit's Armor Mode withstands
less damage, with 10 points of damage draining 1 unit of suit energy.
Also, the Armor Mode only absorbs 35% of incoming damage instead of 100%,
so 65% of damage will still get through to your health. Also, this
Armor Mode is completely ineffective against gauss rifle rounds, sniper
rifle rounds, and microwave beams, which all do 100% damage regardless
of Armor Mode. The Hammer pistol, Majestic Pistol, and Grendel also have
enhanced Armor Mode penetration, dealing 80% damage instead of 65% against
Armored opponents.
CLOAK MODE: Creates a cloaking field that renders you almost completely
invisible. The cloak mode still creates a Predator-like distortion effect
that can be seen with close examination, but it's less noticeable than
in other similar games. Enemies will still be able to spot you at about
a dozen feet or so, but otherwise will be completely oblivious to you.
Be careful when cloaking around Ceph, though, because if they think you're
cloaked nearby they will periodically emit a spherical EMP burst which will
drain your suit energy and drop you out of Cloak Mode. Also, unlike the
first Crysis, enemies will be able to spot laser sights as well as
flashlight beams through your cloak if you have them equipped. Finally,
being shot while Cloaked drains a significant portion of your suit energy,
which can leave you powerless, vulnerable, and out in the open if enemies
notice you while cloaked and manage to shoot you a few times.
Cloak Mode drains suit energy at a rate of about 1 unit per second when
standing still, and 8 units per second when moving (0.5 units per second
when standing still and 5 units per second when moving if the Stealth
Enhance module is equipped). This gives you 100 seconds of cloak when
standing still or 12.5 seconds of cloak if moving (200 seconds standing
still and 25 seconds moving with Stealth Enhance).
You can melee in Cloak Mode without draining energy, but firing a weapon
while cloaked will completely drain your suit energy, boot you out of
cloak mode, and leave you vulnerable and exposed without the ability
to run or use Armor Mode. However, you can deactive cloak mode manually,
fire your weapon, then re-activate it to fire off your weapon without
completely draining your suit energy. This is a very useful tactic for
assassinating multiple enemies while cloaked, but it's not as effective
as in the first game because enemies are more aware and will spray
bullets at your last known position if they see you cloak in front of
them. Alternatively, you can fire a silenced Nova pistol while cloaked,
which only drains 10 units of suit energy. A single Nova headshot will
kill C.E.L.L. troops, and any nearby C.E.L.L. troops who see the kill still
won't be able to pinpoint your position.
In multi-player, your suit drains energy at a rate of 5 units per second
when standing still, and about 11 units per second when moving. This gives
you 20 seconds of cloak when standing still, and only about 9 seconds of
cloak when moving. Additionally, meleeing while cloaked will completely
drain your suit energy, just like firing a weapon.
SPEED MODE: Holding down the sprint button automatically activates speed
mode, which allows you to run 80% faster than your normal movement
speed. Speed Mode isn't as fast as in the first Crysis (where it let you
run at 50 to 55 mph!!), but it still lets you move at about 20 mph and
also lasts noticeably longer (about 7 seconds at full power, compared to
just 2 seconds in the first game). Speed Mode drains energy at a rate of
15 units per second, giving you about 7 seconds of sprinting time and
letting you cover about 115 feet of distance. Speed Mode only drains 7.5
units per second and lets you run for about 14 seconds if the Mobility
Enhance module is equipped.
When moving normally, you move at about 5 m/s (about 11 mph). When
sprinting in Speed Mode, you move at about 9 m/s (about 20 mph).
The multiplayer nanosuit actually drains suit energy in Speed Mode at
a slower rate than the main N2 nanosuit, only draining 7 units per second
and giving you about 15 seconds of running at full power. This is one
of the few areas the multiplayer suit is superior to the main N2 suit.
STRENGTH MODE: Strength Mode can be used to make enhanced jumps, which
allow you to make about a dozen foot vertical leap to jump or mantle onto
high ledges. This costs 10 units of suit energy (20 units in multiplayer).
You can also perform a Power Attack by holding down the melee button.
This does enhanced damage and can kill CELL soldiers and Ceph Grunts
in a single punch. However, it completely drains your suit energy, leaving
you vulnerable, and also doesn't deal enough damage to significantly hurt
Ceph Commanders or Ceph Heavies. Since CELL soldiers and Ceph Grunts can
be killed with just 2 or 4 regular melee attacks, the Power Attack doesn't
really seem useful given it's extreme energy cost.
When standing next to a car, you can hold down the melee button to perform
a Power Kick and boot the car up to 50 feet. The flying car will generally
kill any regular enemies it hits. However, again, this attack completely
drains your suit energy, and has limited utility other than sheer fun
factor.
NANO VISION: Nano Vision is a combination of night-vision and heat-vision,
significantly improving visibility in dark areas as well as outlining
the heat signature of enemies (which also allows you to spot cloaked
enemies). It drains energy at a rate of 2 units per second, giving you
50 seconds of usage at full power.
- Collecting Nano Catalyst from downed Ceph will give you an instant
10 units of suit energy. This is useful for boosting your suit energy
quickly in the middle of combat or while stealthing around in Cloak Mode.
**********
*WEAPONS:*
*******************************************************************************
- In Crysis 2 you can carry 2 primary weapons, as well as Frag Grenades,
C4, and a JAW rocket launcher. Unlike the first game, pistols are
considered a primary weapon rather than a sidearm you can carry as a
3rd weapon.
- Unlike the first game, you do not have a persistent store of ammo in
your inventory for weapons you don't carry. So, if you drop a SCAR
with 200 rounds in reserve, that ammo drops with the SCAR instead of
remaining in your inventory.
- Remember, you have 1000 units of health in single-player and 130 units
of health in multi-player.
- NOTE: My descriptions are mainly single-player focused, but the
multi-player stats have been included for your convenience. Note that
the performance of some weapons are vastly different between single-player
and multi-player. For example, the Grendel is one of the most damaging
rifles in the game in single-player, but only does marginally more damage
than the Scarab or SCAR in multi-player (but compensates with improved
accuracy).
- You can perform a melee strike using any weapon. This does 300 damage in
single-player and 62 damage in multi-player.
- Bullets in Crysis 2 can penetrate light cover, such as concrete, plaster,
or brick. You can therefore shoot through concrete roadblocks to kill
enemies trying to hide behind them. You cannot shoot through metal,
however, even with the Gauss Rifle. Some concrete roadblocks have metal
strips attached to serve as armor, these cannot be shot through (although
the exposed concrete at the bottom can still be shot through).
==================
=PRIMARY WEAPONS:=
===============================================================================
==========
=PISTOLS:=
==========
M12 Nova:
Ammo Type: 9mm
Damage: SP: 120
MP: 30
AI: 120
Rate of Fire: 450 rpm
Clip Size: 20 (+1 in chamber)
Max Ammo: SP: 140
MP: 80
Damage Drop:
SP: After 25 meters, 5 damage per meter, lowest is 60 damage.
MP: After 10 meters, 0.5 damage per meter, lowest is 20 damage.
Attachments:
Barrel: Pistol Silencer
Under-Barrel: None
Scope: Ironsight, Pistol Laser Sight
A basic 9mm semi-auto pistol, this weapon is the first one you start
the game with, and can be found carried as a sidearm by the majority
of CELL soldiers, especially in the earlier levels. It has good
accuracy, a good rate of fire, and decent stopping power, capable of
killing a CELL soldier in 4 shots or a Ceph trooper in 10 shots.
Unfortunately, the lack of a scope prevents you from effectively
engaging in long range combat with it.
Although generally not as good as an assault rifle, the pistol has two
modest advantages over larger rifles and submachine guns. It is
extremely stable, and can be fired from the hip or while moving with
very little loss of accuracy, making it good for close range
run-and-gun firing. The quick-draw time and reload time are also
very fast compared to an assault rifle or submachine gun. However,
due to the lower damage-per-second and lack of long range
capabilities, you should probably use an assault rifle or other primary
weapon instead.
One advantage of the 9mm pistol is that if you equip it with a silencer,
it can be fired in cloaked mode without emptying your energy meter
or taking you out of cloak. Instead, each shot costs 10 units of energy.
This can be used to kill CELL soldier with headshots without raising
an alarm or causing enemies to see you, unlike silent kills or melee
attacks.
Hammer:
Ammo Type: .50 Compact
Damage: SP: 300
MP: 40
AI: 175
Rate of Fire: 200 rpm
Clip Size: 9 (+1 in chamber)
Max Ammo: SP: 51 MP: 54
Damage Drop:
SP: After 15 meters, 20 damage per meter, lowest is 150 damage.
MP: After 15 meters, 1.3 damage per meter, lowest is 30 damage.
Attachments:
Barrel: Pistol Silencer
Under-Barrel: None
Scope: Ironsight, Pistol Laser Sight
The Hammer is a high-powered Desert Eagle-style pistol with very
high stopping power, capable of killing a CELL soldier in just 2 shots
or a Ceph trooper in just 4 shots. Unfortunately, the rate of fire is
average at best and the weapon needs to be reloaded after every 10
shots. On the plus side, the reload speed is very fast, noticeably
faster than for an assault rifle or other primary weapon.
The Hammer is not quite as stable or accurate as the M12 Nova, but
it's still much more stable than an assault rifle and thus less
inaccurate when running-and-gunning from the hip. As with the M12
Nova, the lack of a scope means you won't really be able to use it for
long range combat, especially when combined with the fairly
significant damage drop over long distance.
Like the M12 Nova, the Hammer can be equipped with a silencer and
fired in cloaked mode without dropping your cloak. However, it costs
20 units of energy per shot instead of 10, and the extra power is
pretty pointless since a single headshot is all you need to kill a CELL
soldier with either pistol.
Majestic:
Ammo Type: .50 Compact
Damage: SP: 400
MP: 60
AI: 250
Rate of Fire: SP: 90 rpm
MP: 135 rpm
Clip Size: 6
Max Ammo: SP: 30
MP: 24
Damage Drop:
SP: After 15 meters, 10 damage per meter, lowest is 200 damage.
MP: After 20 meters, 1.5 damage per meter, lowest is 50 damage.
Attachments:
Barrel: None
Under-Barrel: None
Scope: Ironsight, Assault Scope
This powerful .50 caliber revolver is first acquired about halfway
through the game, in Mission 10: Semper Fi Or Die. It has very high
stopping power, and at close-to-medium range can kill CELL soldiers
in just 1 shot or Ceph troopers in just 3. The bullets are so powerful
that a single hit will flip a CELL soldier and send him flying through
the air. The Majestic is the only pistol that can be mounted with a
scope, allowing it to serve as a poor man's substitute for a sniper
weapon. Unfortunately, the Majestic loses power surprisingly quickly
over distance, requiring 2 shots to kill CELL soldiers or 4 to 5 shots to
kill Ceph troopers at long range, which somewhat undermines its
utility as a sniping weapon.
The other big drawbacks of the Majestic revolver are its fairly low rate
of fire, as well as its very low bullet capacity, needing to be reloaded
after every 6 shots. The reload time is marginally quicker than for an
assault rifle, but slower than for the M12 Nova or Hammer pistol.
==================
=SUBMACHINE GUNS:=
==================
Feline:
Ammo Type: 4.7mm Compact
Damage: SP: 65
MP: 20
AI: 140
Rate of Fire: 1200 rpm
Clip Size: SP: 60 (+1 in chamber) (75 with extended clip)
MP: 45 (+1 in chamber)
Max Ammo: SP: 240
MP: 180
Damage Drop:
SP: After 25 meters, 2 damage per meter, lowest is 45 damage.
MP: After 15 meters, 0.33 damage per meter, lowest is 15 damage.
Attachments:
Barrel: Pistol Silencer
Under-Barrel: Semi-Automatic, Extended Clip
Scope: Ironsight, Reflex Sight, Laser Sight
This bullpup submachine gun is carried semi-regularly by CELL
soldiers. It does marginally less damage than an assault rifle,
requiring 6 shots to kill a CELL soldier and about 15 shots to kill a
Ceph trooper. The reduced damage is compensated for with a
blisteringly high rate of fire, giving it an overall greater
damage-per-second rating than the Scarab or SCAR. However, this
also means it burns through ammo more quickly, which is
compounded by the fact enemies don't drop ammo for it as often.
The drawback of the Feline is that it has significant bullet spread,
especially when fired from the hip. Firing while aiming down the
sights does noticeably decrease the bullet spread, but it still sprays
bullets somewhat off-center and doesn't have the precision of aimed
bursts from an assault rifle. Overall, it works decently for
close-to-medium range, but is less suited for long range than an
assault rifle.
AY69:
Ammo Type: 9mm
Damage: SP: 80
MP: 17
AI: 25
Rate of Fire: 800 rpm
Clip Size: SP: 30 (+1 in chamber) (45 with extended clip)
MP: 25 (+ 1 in chamber)
Max Ammo: SP: 150
MP: 100
Damage Drop:
SP: After 30 meters, 0.2 damage per meter, lowest is 50 damage.
MP: After 15 meters, 1 damage per meter, lowest is 13 damage.
Attachments:
Barrel: None
Under-Barrel: Semi-Automatic, Extended Clip
Scope: Ironsight, Pistol Laser Sight, Reflex Scope
The AY69 machine pistol is, along with the M12 Nova, one of the
most stable weapons in the game. You can fire it full-auto from the
hip while running-and-gunning and still get a relatively tight bullet
spread. It's great for close-range room-clearing, and mows down
enemies very quickly. It also deals surprisingly good damage, with
each bullet being on par with an assault rifle round in terms of
stopping power. However, it lacks the precision of short, controlled
bursts from an assault rifle, and even while aiming down the sights
you still get a moderate amount of bullet drift, which prevents you
from using it effectively at long range.
Additionally, the AY69 burns through ammo very quickly, and you
can't hold much ammo for it and therefore run out of bullets rapidly.
It's also very rare, only appearing in a couple levels in the entire
game. It can also periodically be found being used as a sidearm by
the USMC Riflemen in the later levels of the game.
K-Volt:
Ammo Type: 6mm Electrostatic Pellet
Damage: SP: 50 (120 if direct hit)
MP: 17
AI: 50
Energy Drain: MP: 20
AI: 34
Rate of Fire: 850 rpm
Clip Size: 50
Max Ammo: SP: 250
MP: 200
Damage Drop: N/A
Attachments:
Barrel: None
Under-Barrel: None
Scope: Ironsight, Reflex Sight, Assault Scope
The K-Volt is a special submachine gun that fires electric pellets
instead of bullets. It has very good stopping power, killing CELL
soldiers in 4 shots and Ceph troopers with about a dozen shots. It
also has the added bonus of stunning enemies; a single pellet hit will
knock a CELL soldier to the ground for a couple seconds, and
repeated hits will cause Ceph to stop moving and twitch
uncontrollably in shock. This stun ability makes it one of the better
weapons for fighting the Ceph with, since it stunlocks them and
prevents them from attacking.
The K-Volt also has the ability to drain your suit's energy; a few hits
will reduce your energy to 0, and Armor Mode does nothing to protect
against this effect. This makes CELL Operators armed with K-Volts
very dangerous, as they can take out your Armor Mode with just a
couple hits.
The K-Volt's bullet spray is fairly wide when fired from the hip, but
much tighter when fired from aim mode. It doesn't have the precision
accuracy of an assault rifle, but is still functional for medium-long
range combat. One drawback of the K-Volt is that the energy pellets
don't penetrate cover (not even bushes), unlike solid bullets.
===========
=SHOTGUNS:=
===========
Marshall:
Ammo Type: 12 Gauge Shot
Damage: SP: 125 x 8 pellets
MP: 30 x 8 pellets
AI: 325 x 8
Rate of Fire: SP: 47 rpm
MP: 55 rpm
Clip Size: 10
Max Ammo: SP: 34
MP: 40
Damage Drop:
SP: After 15 meters, 10 damage per meter, lowest is 0 damage.
MP: After 11 meters, 4 damage per meter, lowest is 5 damage.
Attachments:
Barrel: Silencer
Under-Barrel: None
Scope: Ironsight, Reflex Scope
The Marshall is a pump-action shotgun that deals very high damage
at close range, but has a wide spread and therefore is ineffective at
long range. It kills CELL soldiers with 1 shot up to about 15 feet, and
with 2 or 3 shots up to about 40 feet. Unfortunately, it simply has no
effect past about 40 feet, even when firing from aimed mode. At
close range it also kills Ceph Troopers with 2 shots.
Unfortunately, the rate of fire is very low due to the pump-action, with
a delay of more than 1 second between each shot. This, combined
with its very short range, does somewhat limit it's overall usefulness.
It is fairly common, especially in the earlier levels, and can be found
in enemy weapon stockpiles or carried by Flanker-class CELL
Operators.
Jackal:
Ammo Type: 12 Gauge Shot
Damage: SP: 130 x 7 pellets (150 x 7 pellets in semi-auto mode)
MP: 14 x 7 pellets (32 x 7 pellets in semi-auto mode)
AI: 225 x 7
Rate of Fire: SP: 300 rpm
MP: 270 rpm
Clip Size: 7 (+1 in chamber) (10 with extended clip)
Max Ammo: SP: 32
MP: 30
Damage Drop:
SP: After 15 meters, 10 damage per meter, lowest is 0 damage.
MP: After 9.5 meters, 2 damage per meter, lowest is 4 damage.
Attachments:
Barrel: None
Under-Barrel: Extended Clip
Scope: Ironsight, Reflex Sight
A relatively late-game weapon, the Jackal is a full-auto shotgun with
a startlingly high rate of fire, capable of firing a full 7 round clip in
just a little over a second. With its full-auto fire the Jackal is extremely
powerful, and at close range can even pulverize a Ceph Heavy in just
a few seconds with just 2 full clips of fire. Standard Ceph troopers
can be killed with just 2 or 3 shots, depending on range.
The Jackal has a noticeably tighter spread than the Marshall, giving it
better range. It can kill a CELL soldier with a single shot at distances
of up to 40 to 50 feet. It's still not quite as accurate as the shotgun
from the original Crysis, though, which could one-shot-kill enemy
soldiers at distances of more than 100 feet.
=================
=ASSAULT RIFLES:=
=================
Scarab:
Ammo Type: 4mm Sabot Scar
Damage: SP: 75
MP: 24
AI: 180
Rate of Fire: 900 rpm
Clip Size: 40 (+1 in chamber) (50 with extended clip)
Max Ammo: SP: 200
MP: 160
Damage Drop:
SP: After 50 meters, 2 damage per meter, lowest is 60 damage.
MP: After 20 meters, 0.25 damage per meter, lowest is 20 damage.
Attachments:
Barrel: Silencer
Under-Barrel: Semi-Automatic, Extended Clip, Light Shotgun
Scope: Ironsight, Reflex Sight, Laser Sight
The Scarab assault rifle is the first real weapon you acquire in the
game after the starting 9mm pistol, and should serve as your main
weapon for the game's first few levels. It's the primary weapon used
by CELL Operators, and is therefore extremely common, especially
in levels where you fight CELL forces.
The Scarab has a higher-than-average rate of fire and decent
stopping power, capable of killing CELL soldiers in 5 or 6 shots and
Ceph troopers in about a dozen shots. It's got very good accuracy
when fired from aimed mode, and can also clear enemies at close
range by firing from the hip with full-auto bursts. The only real
drawback to the Scarab is it cannot mount a long-range scope, which
makes targeting enemies at long range with it somewhat more
difficult.
SCAR:
Ammo Type: 4mm Sabot Scar
Damage: SP: 90
MP: 30
AI: 180
Rate of Fire: 700 rpm
Clip Size: 40 (+1 in chamber)
Max Ammo: SP: 200
MP: 160
Damage Drop:
SP: After 50 meters, 2 damage per meter, lowest is 70 damage.
MP: After 25 meters, 0.25 damage per meter, lowest is 25 damage.
Attachments:
Barrel: None
Under-Barrel: Semi-Automatic, Grenade Launcher, Gauss
Attachment
Scope: Ironsight, Reflex Sight, Assault Scope
The SCAR is the primary weapon of the Marines seen in the game,
and can also occasionally be found being used by CELL Operators
(mainly in Mission 4: Road Rage and Mission 5: Lab Rat). It has a
slightly lower rate of fire than the Scarab, but also does slightly
higher damage. However, the difference in power is pretty much
insignificant, as the SCAR and Scarab both take the exact same
number of bullets to kill most enemies. The Scarab has a marginally
higher damage-per-second rating, but again the difference is pretty
much insignificant.
The main feature of the SCAR is that it can mount an assault scope
with a 3x zoom, allowing you to target enemies at long range more
easily. It has good accuracy when fired from aim mode, but the recoil
does cause your aim to climb somewhat after each shot.
Grendel:
Ammo Type: 6.8mm Hollow-Point
Damage: SP: 275
MP: 35
AI: 250
Rate of Fire: 500 rpm
Clip Size: 24 (+1 in chamber)
Max Ammo: 120
Damage Drop:
SP: After 35 meters, 5 damage per meter, lowest is 200 damage.
MP: After 30 meters, 0.25 damage per meter, lowest is 31 damage.
Attachments:
Barrel: None
Under-Barrel: Semi-Automatic, Grenade Launcher, Light Shotgun
Scope: Ironsight, Reflex Sight, Assault Scope
The Grendel is a powerful late-game battle rifle with very high
stopping power. It fires in fixed 3-shot bursts, but can also be fired in
semi-auto single shots by changing the fire mode. It's similar to the
Halo 3 battle rifle, Halo: Reach DMR, or Call of Duty FAL. The bullets
are VERY powerful, and it can kill CELL soldiers in just 2 bullets, and
Ceph troopers in just 4 bullets or a single bullet to the exposed jelly.
It's also very accurate when fired from aim mode, making it a good
sniping weapon. It's also decent for run-and-gun firing from the hip at
close range.
Unfortunately, the gun's recoil causes your aim to climb with each
shot in a 3-shot burst, so instead of 3 bullets grouped together you
instead get a vertical line. The semi-auto fire mode seems superior to
the default 3-shot burst, as long as you can press the fire button fast
enough. It gives you more control over your shots, and you end up
wasting less ammo as a result. The rate of fire is also slightly higher
too if you can tap fast enough.
Overall, the Grendel's damage-per-second and overall utility are
much better than the Scarab or SCAR, and I highly recommend it for
the later levels of the game.
================
=OTHER WEAPONS:=
================
DSG-1 Precision Rifle:
Ammo Type: .405
Damage: SP: 450
MP: 61
AI: 470
Rate of Fire: 90 rpm
Clip Size: SP: 6 (+1 in chamber)
MP: 8 (+1 in chamber)
Max Ammo: SP: 24
MP: 40
Damage Drop:
SP: After 100 meters, 10 damage per meter, lowest is 250 damage.
MP: None.
Attachments:
Barrel: Silencer
Under-Barrel: None
Scope: Sniper Scope, Reflex Sight, Assault Scope
The DSG-1 is a semi-automatic sniper rifle with excellent stopping
power; it kills CELL soldiers in 1 shot, and Ceph troopers in 2 torso
shots or 1 headshot. The sniper rifle makes long range combat much
easier compared to an assault rifle, because you only need to land 1
or 2 shots to kill an enemy, instead of having to land several hits
while also dealing with recoil causing your aim to climb. It also has a
fairly decent rate of fire for a high-powered sniper rifle, with a delay of
a little over half a second between each shot.
It's excellent for wiping out enemies at long range, but there's no
on-screen crosshair when not in aimed mode, preventing you from
accurately firing it from the hip. Surprisingly, the sniper rifle is actually
quite accurate when fired from the hip, there's just no crosshair to tell
you where the bullet will go.
Mk60 Mod 0:
Ammo Type: 7.62mm AP
Damage: SP: 170
MP: 37
AI: 120
Rate of Fire: 550 rpm
Clip Size: 100
Max Ammo: 200
Damage Drop:
SP: After 75 meters, 3 damage per meter, lowest is 130 damage.
MP: After 35 meters, 0.3 damage per meter, lowest is 30 damage.
Attachments:
Barrel: None
Under-Barrel: None
Scope: Ironsight, Assault Scope, Laser Sight
This light machine gun first appears about midway through the game,
and can be found semi-commonly from that point on. In the later
levels, CELL Operators start using it as their primary weapon instead
of the Scarab or SCAR assault rifle. It deals about twice as much
damage as an assault rifle and does about 50% more
damage-per-second, and kills CELL soldiers in 3 shots or Ceph
troopers in 8 shots. The LMG holds 100 rounds, allowing you to fire a
significant number of bullets before needing to reload. The drawback
is that the reload time is much slower than for an assault rifle.
The Mk60 has poor accuracy when fired from the hip, although you
can still mow down enemies at point-blank range. However, the
bullet grouping is surprisingly tight when fired from aim mode (better
than that of a submachine gun), making the Mk60 an actually pretty
good long-range weapon, especially if you attach an assault scope to
it. It's actually a good general-purpose primary weapon for the
second half of the game, especially against Ceph Grunts and other
enemies that require continuous fire to bring down. Just resist the
urge to reload it compulsively, as the reload time is quite long and
the 100 bullets it holds makes frequent reloading unnecessary.
==================
=SPECIAL WEAPONS:=
==================
- Special weapons are considered to be primary weapons; the difference
is that you cannot refill ammo for them at ammo boxes due to the
special ammo they use. The only way to get more ammo for a special
weapon is to take it from another one of its kind (i.e. to get
more Gauss rifle rounds, you need to take them from another Gauss
rifle).
L-TAG:
Ammo Type: 60mm Smart Grenade
Damage: SP: 1500
MP: 125
Rate of Fire: SP: 35 rpm
MP: 40 rpm
Clip Size: 5 (+2 in chamber)
Max Ammo: SP: 10
MP: 15
Attachments: None
The L-TAG grenade launcher fires grenades that bounce along
surfaces and explode after a couple seconds or upon impact with an
enemy. When fired straight ahead the grenades have a pretty good
range of about 100 feet, and when they explode they have a pretty
decent splash damage radius and deal very good damage (capable
of killing CELL soldiers and basic Ceph troopers with a direct hit).
The grenade launcher is good for taking out close groups of enemies,
or for use on heavy enemies like Ceph Heavies or Pingers (it takes
about 5 direct hits to kill a Ceph Heavy, and 14 or more hits to kill a
Pinger).
One drawback of the grenade launcher is that the grenades do NOT
explode on impact with enemy vehicles, which prevents you from
effectively using them against CELL humvees since they'll just
bounce off.
As with all special weapons, you can't refill L-TAG ammo with bullets
from ammo crates, only by picking up other L-TAGs. This, combined
with the fairly small amount of ammo you can carry for the L-TAG,
does limit your ability to use it long-term as a primary weapon,
although it can be useful as a temporary weapon if picked up and
used for specific situations.
X-43 MIKE:
Ammo Type: Weaponized Microwaves, Battery Powered
Damage: SP: 100
MP: 11.5
Rate of Fire: SP: 1200 rpm
MP: 1500 rpm
Clip Size: SP: 500
MP: 100
Max Ammo: SP: 1000
MP: 400
Damage Drop:
SP: After 15 meters, 5 damage per meter, lowest is 0 damage.
MP: After 17 meters, 11.5 damage per meter, lowest is 0 damage.
Attachments: None
The X-43 MIKE is a microwave rifle that fires a continuous beam of
microwave radiation. It deals very high damage-per-second, and kills
Ceph troopers with about 15 units of charge (less than 1 second of
exposure). Additionally, certain bullet-resistant enemies do not resist
the microwave beam, making it more effective against them. These
include CELL Leaders, Ceph Grunt Commanders, and Ceph
Heavies. A Ceph Heavy can be brought down with about 150 units of
MIKE charge, compared to about 350 assault rifle bullets.
The X-43 MIKE has perfect accuracy, but the lack of a scope makes
it difficult to aim at long range, especially against an enemy that's
either moving or behind cover, making it more suited for
close-to-medium range combat. There's also no point in aiming
down the weapon's sights instead of simply firing from the hip, since
doing so doesn't improve the weapon's accuracy and blocks off the
bottom half of the screen.
As with all special weapons, you can't refill X-43 MIKE ammo with
bullets from ammo crates, only by picking up other X-43 MIKEs. You
can carry a decent total of 1000 units of charge for the microwave
rifle, which is enough to kill several dozen Ceph Grunts before
running out of ammo.
M2014 Gauss Rifle:
Ammo Type: 10mm Solid Slug
Damage: SP: 6000
MP: 115
AI: 890
Rate of Fire: SP: 35 rpm
MP: 55 rpm
Clip Size: SP: 4 (+1 in chamber)
MP: 10 (+1 in chamber)
Max Ammo: SP: 16
MP: 40
Damage Drop:
SP: After 100 meters, 25 damage per meter, lowest is 700 damage.
MP: None.
Attachments:
Barrel: None
Under-Barrel: None
Scope: Sniper Scope, Reflex Sight, Assault Scope
The Gauss Rifle is an "FPS railgun" that basically serves as a
super-sniper rifle. It comes equipped with a sniper scope by default,
and kills pretty much everything with one shot except for CELL
helicopters, Ceph Grunt Commanders, Ceph Heavies, and Ceph
Pingers. However, the rate is fire is very slow, with a delay of almost
2 seconds between each shot.
Unfortunately, the Gauss Rifle is kind of overkill against normal
enemies, and heavier enemies take significantly reduced damage
from it (it takes about 5 Gauss Rifle shots to kill a Ceph Heavy, and
14 shots to kill a Ceph Pinger). It's also extremely rare, only
appearing about 3 or so times throughout the entire game (which is a
problem since you can't get more ammo for it except from other
Gauss Rifles, which in turn severely limits how often you can actually
use this weapon).
It should be noted that although the Gauss Rifle has better
penetration than a standard rifle, it still won't penetrate surfaces that
a normal bullet wouldn't, like metal plates or shipping crates. The
only thing the Gauss Rifle will shoot through that normal weapons
won't is nanoglass, which only appears briefly in one level during the
confrontation with Commander Lockhart.
=============
=EXPLOSIVES:=
===============================================================================
M17 Frag Grenade:
Damage: SP: 1500
MP: 140
AI: 600
Max Ammo: SP: 5
MP: 1
Frag grenades have a 3 second fuse and an effective blast radius of
about 40 feet. Unlike most post-Halo FPS games, you can't throw
them with a hotkey without switching from your primary weapon.
Instead, the game tells you to tap the weapon select key twice to
switch to grenades. Grenades can be fairly commonly at grenade
resupply boxes, and can be very useful due to their high damage and
larger-than-normal blast radius for an FPS game.
C4:
Damage: SP: 2500
MP: 250
Max Ammo: SP: 4
MP: 1
C4 high explosive charges are tossed several feet in front of you.
They stick to solid surfaces, and will only explode once detonated by
pressing the detonator button (the zoom/alt-fire button). C4 does
extremely high damage, and kills standard CELL or Ceph infantry
instantly. C4 also does extra damage against Ceph Heavies and
Ceph Pingers. It only takes 2 direct hits from C4 charges to kill a
Heavy, and a direct C4 hit will take away about 25% of a Pinger's
total health. C4 is somewhat rare, and can generally only be found
just before you fight a particularly difficult enemy such as a Heavy or
Pinger.
JAW:
Ammo Type: Dual Purpose HEAT Warhead
Damage: SP: 6000
MP: 225
AI: 950
Rate of Fire: 20 rpm
Max Ammo: SP: 4 (glitched, you receive +1 missile every
new level even past max amount)
MP: 1
The JAW is a single-shot rocket launcher that does heavy damage,
and is intended for use against heavy targets such as enemy
vehicles, Ceph Heavies, and Ceph Pingers. They can be found
scattered throughout the game's levels, usually before a major fight
against a large enemy. If fired while aiming down the scope, the
JAW's targeting laser can be used to guide the course of the rocket
in mid-air, similar to in Half-Life 2 or the original Crysis. It is very
powerful, and can kill a CELL helicopter in 2 shots, a Ceph Heavy in 3
shots, and a Ceph Pinger in 7 or 8 shots. However, you can only
carry a limited number of JAW rockets, and the Jaw must be
reloaded after each shot, which takes a few seconds to accomplish.
================
=HEAVY WEAPONS:=
===============================================================================
- Heavy weapons can be picked up and used at any time. However, you cannot
run, mantle, or switch to another weapon when carrying them. To switch
back to your primary weapons, you need to drop the heavy weapon. They
also have fixed ammo which cannot be reloaded or refilled.
HMG:
Ammo Type: .50 HMG
Damage: SP: 450
MP: 120
AI: 180
Rate of Fire: 400 rpm
Clip Size: SP: 150
MP: 100
Max Ammo: SP: 150
MP: 100
Damage Drop:
SP: After 100 meters, 10 damage per meter, lowest is 100 damage.
MP: After 10 meters, 2 damage per meter, lowest is 70 damage.
These powerful mounted heavy machine guns can be found
stationed throughout each level, usually being manned by CELL
forces. With your Nanosuit-enhanced strength, you can rip them off
their supports and carry them around as a man-portable weapon.
The HMG is VERY powerful, killing CELL soldiers with just one hit
and Ceph troopers with just 3 hits. Accuracy is also pretty good too
when you consider the fact you're firing from the hip. The only
drawbacks of the HMG are that they slow your movement speed
down noticeably and prevent you from mantling up onto ledges, and
also that they have a fixed, non-replenishable amount of ammo and
must be discarded once empty.
Swarmer:
Ammo Type:
Damage: SP: 450
MP: 60
AI: 250
Rate of Fire: 900 rpm
Clip Size: SP: 64
MP: 24
Max Ammo: SP: 64
MP: 24
The Swarmer is a large, multi-rocket launcher that is quite rare, only
being found a few times throughout the entire game. It fires a swarm
of 8 drunken missiles, and includes a laser-sight for directing the
path of the missiles. Each individual missile is weaker than a single
JAW rocket, but the swarm of 8 missiles will spread the total damage
over a wider radius. Like the HMG, the Swarmer has the drawback of
noticeably reducing your movement speed, and cannot be reloaded.
You'll usually find one just before a major battle, such as against a
Ceph Pinger.
**********
*ENEMIES:*
*******************************************************************************
- Enemies in Crysis do have the same amount of health and deal the same
amount of damage regardless of difficulty. Difficulty only affects
their A.I.; i.e. reaction time, awareness, accuracy, and duration of
burst fire.
==========
=C.E.L.L.=
===============================================================================
C.E.L.L. Operator:
Damage Modifiers (Standard Armor):
Head: Hip shot: 200%
Aimed shot: 2000%
Torso: 100%
Arm: 100%
Back: 200%
Leg: 75%
Damage Modifiers (Heavy Armor):
Head: Hip shot: 100%
Aimed shot: 2000%
Torso: 75%
Arm: 50%
Leg: 50%
Back: 150%
Microwave Emission: 100%
Description:
CELL Operators are PMC mercenary soldiers in the employ of the
CryNET corporation, and will be your primary human opponents
throughout Crysis 2. They're equipped with advanced body armor
and can survive slightly more damage than the North Korean
soldiers from the original Crysis, requiring about 5 or 6 hits from an
assault rifle to put down. Their tactics are fairly standard for a modern
FPS soldier-type enemy; they run for cover when attacked, can slide
into cover from several feet away, take cover behind corners or low
walls, lean out of cover to fire or blindfire around cover, move from
cover to cover, can leap over low walls or jump down from higher
platforms, and occasionally toss frag grenades to attack you or
flush you out of cover.
If you return fire at them aggressively, they generally dig in behind
cover and do their best not to get shot. Conversely, if you hide behind
cover yourself for a long period of time, they'll often advance on you
aggressively and try to get around your cover to overrun and shoot
you. Their A.I. is decent (glitches aside), but there are often
instances of them standing still in one spot out in the open while firing,
which makes them an easy target. While they do occasionally strafe quickly
from cover to cover while firing, CELL Operators tend to hold still or
advance forward slowly while firing, and if shot at will usually stand
their ground and continue firing instead of trying to dodge or strafe
away (in contrast to the North Korean soldiers of the first game, who
tended to strafe away while still firing when shot at).
Overall, CELL Operators are easily dispatched individually, but can
pose a threat in groups of several at once. If you don't have Armor
Mode up, they can kill you in several bullet hits. You can either use
Stealth Mode to evade them, or Armor Mode if you want to Rambo
your way through a straight-up fight.
C.E.L.L. Operator (Assault):
Appearance: CELL soldier with black body armor over light grey
uniform.
Health: 400
Armor: Standard
Primary Weapon: Scarab Assault Rifle (180 damage)
SCAR Assault Rifle (180 damage)
Feline Submachine Gun (140 damage)
K-Volt Submachine Gun (50 damage)
Mk60 Mod 0 Machine Gun (120 damage)
Grendel Battle Rifle (250 damage)
Sidearm: M12 Nova Pistol (120 damage)
Hammer Pistol (175 damage)
Majestic Pistol (250 damage)
Other Attacks: Frag Grenades (600 damage)
Melee Attack (250 damage)
The Assault-class CELL Operator is the basic CELL soldier, and the
most common CELL enemy you'll face throughout the game. In the
early levels of the game they're generally equipped with Scarab or
SCAR assault rifles, while in the later levels they often carry Mk60
Mod 0 light machine guns. They can also occasionally be found
using Feline submachine guns, K-Volt submachine guns, or (most
rarely) the Grendel battle rifle.
C.E.L.L. Operator (Flanker):
Appearance: CELL soldier with white body armor over light grey
uniform. Does not wear a backpack.
Health: 400
Armor: Standard
Primary Weapon: Marshall Shotgun (325 damage x 8 pellets)
Jackal Shotgun (225 x 7 pellets)
Sidearm: M12 Nova Pistol (120 damage)
Hammer Pistol (175 damage)
Majestic Pistol (250 damage)
Other Attacks: Frag Grenades (600 damage)
Melee Attack (250 damage)
Flankers can be identified by their white body armor and lack of
backpacks. They are equipped exclusively with shotguns for their
primary weapon, using the pump-action Marshall in the early levels
and the full-auto Jackal in the late game. Due to their use of shotguns,
they're more effective at close range and less effective at long range.
Tactically, they behave similarly to the Assault-class CELL
Operators. Flanker-class and Assault-class CELL Operators are by
far the two most common types of CELL Operators.
C.E.L.L. Operator (Demolitions):
Appearance: CELL soldier with black and red body armor over dark
grey uniform.
Health: 400
Armor: Heavy
Primary Weapon: Scarab Assault Rifle (180 damage)
L-Tag Grenade Launcher
Sidearm: JAW Rocket Launcher (950 damage)
Marshall Shotgun (325 damage x 8 pellets)
Jackal Shotgun (225 x 7 pellets)
Other Attacks: Melee Attack (250 damage)
Demolitions-class CELL Operators can be identified by their
additional black armor pieces (i.e. shoulder pads and leg guards) as
well as red highlights on their armor and backpack. They have 2
possible weapon loadouts; some Demolitions CELL Operators are
equipped with Scarab assault rifles, and also carry a single-shot
JAW missile launcher for long range use. Other Demolitions CELL
Operators are equipped with L-Tag grenade launchers, and carry a
shotgun as a secondary weapon. Their high-powered explosive
weapons make them a priority target, due to the significant damage
they can deal to you.
Like Leader-class CELL Operators, Demolitions-class CELL
Operators are equipped with heavy body armor that reduces the
damage they take from most weapons. They can typically survive 1
or 2 bullets more than a standard CELL Operator, and most notably
require 2 DSG-1 sniper rifle shots to kill instead of just 1.
C.E.L.L. Operator (Sniper):
Appearance: CELL soldier without helmet, instead wearing
balaclava mask and red electronic monocle. Also wears
light kevlar vest instead of heavy armor plates.
Health: 400
Armor: Standard
Primary Weapon: DSG-1 Sniper Rifle (470 damage)
Sidearm: Feline Submachine Gun (140 damage)
Hammer Pistol (175 damage)
Majestic Pistol (250 damage)
Other Attacks: Melee Attack (250 damage)
CELL snipers can be spotted easily by their lack of helmets, instead
wearing a black balaclava ski-mask with a red electronic eyepiece
over one eye. They're equipped with DSG-1 sniper rifles, and have
very good accuracy with them. Snipers are typically found perched in
high-up sniping positions such as balconies or guard towers,
scanning the area for you and sniping at you once you're spotted.
Fortunately, their weapons do high but not extreme damage, and
even without using Armor mode it takes 3 shots to kill you on Normal
difficulty. Snipers also carry a pistol or submachine gun as a
secondary weapon, which they will use to fight you if you confront
them at close range.
C.E.L.L. Operator (Leader):
Appearance: CELL soldier with black and blue body armor over
black uniform.
Health: 400
Armor: Heavy
Primary Weapon: Scarab Assault Rifle (180 damage)
SCAR Assault Rifle (180 damage)
Sidearm: M12 Nova Pistol (120 damage)
Hammer Pistol (175 damage)
Majestic Pistol (250 damage)
Other Attacks: Frag Grenades (600 damage)
Melee Attack (250 damage)
CELL Leaders are easily distinguished by their green helmet visors,
and their all-black body armor and uniforms. These units lead
squads of several regular CELL Operators, issuing orders and
coordinating their movements and tactics on the battlefield. They're
always equipped with a Scarab or SCAR assault rifle as a primary
weapon, with a pistol as a sidearm. Leaders have enhanced body
armor that reduces the amount of damage they take from most
weapons, allowing them to survive one or two additional bullets
compared to a regular CELL Operator. Most notably, it takes 2 torso
shots from the DSG-1 sniper rifle to kill a CELL Leader, compared to
just 1 shot to kill a regular CELL Operator.
C.E.L.L. Gunship:
Appearance: Blackhawk-style assault helicopter in the C.E.L.L. white
color.
Health: 5000
Weaponry: Two side-mounted minigun turrets (125 damage)
Missile battery (400 damage)
Damage Modifiers:
Bullet: 35%
LMG Bullet: 25%
Gauss Bullet: 35%
HMG Bullet: 15%
Explosion: 45%
Frag Grenade: 50%
Melee: 0%
Description:
A blackhawk-style military helicopter painted in the distinct white of
the CELL, CELL Gunships will attack you periodically in the first
several levels of the game, and you fight one in a fixed "boss fight" in
Mission 5: Lab Rat. CELL gunships typically slowly hover through the
air while firing at you with one of their two mounted turrets.
The gunship has a minigun turret mounted on each side, operated by
a CELL soldier. These turrets are the gunship's primary form of
attack, and can be disabled by killing the CELL soldier manning them.
However, each turret operator benefits from the damage resistance
of the gunship, so they'll take more bullets to kill than a normal CELL
soldier.
Killing both turret operators will usually force a gunship to retreat.
However, in Mission 5: Lab Rat, the CELL gunship you fight inside
Gould's lab will resort to bombarding you with missiles until you
shoot it down.
CELL gunships can be brought down with 2 direct hits from a JAW
rocket launcher. If you don't have a JAW rocket launcher, they CAN
be shot down with a few clips of assault rifle fire, although it does
take a lot of bullets to do so.
===========
=The Ceph:=
===============================================================================
Ceph Tick:
Appearance: Cat-sized mechanical tick, with a needle for a mouth
and a large red organic sac for a body.
Health: 90
Description:
Ceph ticks are small insect-like robots that the Ceph use to gather up
the organic goo that their virus has melted the populace of New York
City into. While there are a couple occasions near the beginning of
the game where they can be seen attacking civilians and CELL
Operators, Ceph Ticks don't actually fight you. They simply scuttle
around the level gathering goo, and will flee from you at high speed if
you attack them. The only reason to kill them is to collect the 20 units
of nanocatalyst that they drop on death. You can either shoot them
with a couple of bullets, or press the melee key while standing over
them to step on them and kill them instantly.
Ceph Grunt [Ceph Combat Unit]:
Appearance: 7.5 foot tall metal humanoid exoskeleton, with a
"Robocop 2" style faceplate helmet.
Health: 1200
Primary Weapon: Ceph energy rifle (250 damage)
Other Attacks: Charged shot (500 damage)
Melee attack (250 damage)
Damage Modifiers:
Torso: 100%
Head (armored): Hip shot: 20%
Aimed shot: 33%
Head (exposed): Hip shot: 300%
Aimed shot: 800%
Exposed Jelly: 150%
Exposed Jelly (back): 400%
Exposed Jelly (tentacles): 300%
Sniper Bullet: Body: 250%
Head: 1000%
Aimed headshot: 2000%
Exposed Jelly: 600%
Microwave Emission: 100%
Microwave Emission (exposed jelly on back): 150%
APC Cannon: 450%
Description:
The Ceph Grunt is the basic Ceph infantry unit, consisting of a red
alien blob wearing a metal exoskeleton that gives it humanoid arms
and legs. Ceph Grunts are armed with full-auto energy rifles and fight
like soldiers, taking cover behind objects, firing over cover, and
moving from cover to cover. Instead of throwing grenades, Ceph
Grunts can fire a charged shot that sticks to surfaces or enemies and
will explode after a couple seconds, dealing heavy damage.
Unlike human soldiers, Ceph Grunts have superhuman jumping
ability and can leap more than a dozen feet into the air to climb up
onto higher platforms or on top of crates for a better shooting position.
They can also jump distances of more than a dozen feet to traverse
from platform to platform. Grunts are capable of running at
surprisingly high speeds, but most of the time they slowly and
casually walk towards you while firing away with their energy rifles.
Additionally, Ceph Grunts can emit a spherical EMP burst with a
radius of about a dozen feet. This EMP burst will completely drain
your nanosuit's energy if you're caught in it, cancelling out your
Armor Mode or Cloak Mode. Ceph periodically emit EMP bursts
while searching for you if you're using Cloak Mode to evade them.
Fortunately, they don't use it in actual combat, even at close range.
Their armored exoskeletons give Ceph good durability, and they can
survive about 3 times as much damage as a human CELL Operator.
It takes about 12 assault rifle shots, 2 shotgun blasts, or 2 sniper rifle
shots to the torso to kill one. Their exoskeletons do not completely
protect them, however, and their soft, squishy jelly body is exposed
in the back of the suit as well as through small gaps in the front.
Shots to their exposed jelly do increased damage, with a single shot
to the back from a decent weapon such as the Hammer pistol or
Grendel battle rifle being a one-shot-kill. The sniper rifle is also very
effective against them, and can kill them with just 2 shots to the
armored torso, or a single headshot.
Overall, Ceph Grunts can be killed using the normal tactics you'd use
against other enemy soldiers, it just takes somewhat more bullets to
get the job done. It helps that they're a slightly larger than normal
target, and tend to walk around the battlefield casually while
returning fire instead of running around to dodge your shots.
Ceph Stalker [Ceph Assault Unit]:
Appearance: 6.5 foot tall metal humanoid exoskeleton, hunched
over with forearm-mounted claws and tentacle "dreadlocks"
on the back of the head.
Health: 1500
Primary Weapon: Claws (730 damage)
Wrist-mounted energy fletchette launcher (200 damage)
Other Attacks: Leap attack
Damage Modifiers:
Torso: 100%
Head (armored): Hip shot: 20%
Aimed shot: 33%
Head (exposed): Hip shot: 300%
Aimed shot: 800%
Exposed Jelly: 150%
Exposed Jelly (tentacles): 300%
Sniper Bullet: Body: 300%
Head: 1000%
Aimed headshot: 2000%
Exposed Jelly: 600%
Microwave Emission: 150%
APC Cannon: 850%
Description:
Ceph Stalkers are fast, agile, melee-oriented Ceph, which seem to
serve a more scout/assassin type role in contrast to the basic infantry
Ceph Grunts. They're somewhat less common than Ceph Grunts,
but still appear with reasonable frequency throughout the game.
Stalkers are very fast and agile, able to quickly run from place to
place and spring-jump off walls and objects to climb up to higher
areas.
Stalkers attack primarily by running towards you and striking you with
their arm-mounted claws. They can also leap at you from more than
a dozen feet away and hit you with a powerful strike that will knock
you onto your back and send you flying backwards several feet.
Their melee attacks are very powerful, and can kill you in just a few
hits if you don't have Armor Mode on. Stalkers are also armed with
dual arm-mounted rapid-fire energy fletchette guns for ranged combat,
which they typically use at long range or if you're in an unreachable
location such as a high ledge or on top of a crate.
Like Ceph Grunts, Ceph Stalkers will periodically emit a spherical
EMP burst while searching for you if you're hiding using Cloak Mode.
Being caught in this burst will completely drain your nanosuit energy,
knocking you out of Cloak Mode or Armor Mode.
Stalkers can be mowed down with about half a clip of assault rifle fire
or a couple shotgun blasts while they're charging at you. Additionally,
for a sure kill you can grab them just as they run towards you for a
melee attack, then instantly kill them with a throw or melee execution.
This is best only done if you're only dealing with a couple enemies,
since it takes a couple seconds to perform a grab-and-throw kill, and
you're completely unable to shoot and are vulnerable to enemy fire
during that time.
Stalkers are particularly annoying when fought together with Ceph
Grunts and/or Heavies, since they can knock you on your back with
their melee attacks and leave you vulnerable to weapons fire from
the Grunts or Heavies for a few seconds.
For some reason, Stalkers will damage you and knock you
backwards if you're standing next to them when they die. It's not
clear if this is deliberate, or a bug, since they don't explode on death
or anything like that.
Ceph Grunt Commander [Ceph Combat Command Unit]:
Appearance: 7.5 foot tall metal humanoid exoskeleton, with a long,
triangle-shaped helmet.
Health: 1800
Shields: 2000
Primary Weapon: Ceph semi-auto energy rifle (350 damage)
Other Attacks: Charged shot (500 damage)
Melee attack (250 damage)
Damage Modifiers:
Torso: 75%
Head (armored): Hip shot: 20%
Aimed shot: 33%
Head (exposed): Hip shot: 200%
Aimed shot: 300%
Exposed Jelly: 100%
Exposed Jelly (back): 200%
Exposed Jelly (tentacles): 200%
Sniper Bullet: Body: 75%
Head (armored): 200%
Head (exposed): 100%
Head (exposed + aimed headshot): 200%
Exposed Jelly: 125%
Exposed Jelly (back): 200%
Gauss Bullet: Body: 25%
Head (armored): 50%
Head (exposed): 100%
Microwave Emission: 75%
Microwave Emission (exposed jelly on back): 150%
JAW Rocket: 40%
C4 Explosives: 200%
APC Cannon: 450%
Description:
Ceph Grunt Commanders are the squad leaders of the Ceph infantry,
with single Commanders appearing at the head of a squad of several
Ceph Grunts. They're easily spotted due to their tall, triangular
helmets and glowing red shield surrounding their bodies.
Commanders first appear about halfway through the game in
Mission 9: Dark Heart, and appear periodically in each level
afterwards. They're semi-common, typically with several appearing
throughout each level.
Ceph Grunt Commanders have a glowing red Armor "shield"
surrounding their bodies, similar to your nanosuit's Armor Mode. You
need to bring down the shield before the Commander himself can be
damaged. Also, if the Commander doesn't take damage for a long
enough period of time, the shield will regenerate. Finally, the Armor
shield prevents you from grabbing the Commander, although they
can still be stealth-killed from behind if unaware of your presence.
In addition to their Armor shield, Grunt Commanders also have
somewhat more health than standard Ceph Grunts. Overall, Grunt
Commanders can survive about 3 times as much damage as
standard Ceph Grunts, and it takes about a full clip and a half of
assault rifle fire to bring one down. Overall, they can survive about as
much damage as the "Heavy"-type enemies from other FPS games,
such as the Heavy Armor soldiers from F.E.A.R. Additionally,
Commanders have special resistance to sniper rifle bullets, gauss
rifle rounds, JAW rockets, and the microwave beam of the C-43
MIKE. It takes several sniper rifle rounds to kill a Commander,
compared to just 2 for a standard Ceph Grunt. They also take 2
Gauss Rifle shots or JAW rockets to kill.
Grunt Commanders are also armed with a different energy rifle than
standard Grunts. Their energy rifle has a lower rate of fire (150 rpm,
compared to the 450 rpm of the standard Ceph rifle), but it does
more damage per hit and also has better accuracy. Like standard
Grunts, Commanders can fire a charged shot that sticks to surfaces
and explodes after a couple of seconds.
Other than their Armor shield and more precise weapon, Grunt
Commanders behave the same as Ceph Grunts; they fight
intelligently and make use of cover, can make superhuman jumps to
climb to higher areas, and typically walk casually towards you while
firing their weapon. Overall, they can be brought down with the same
tactics you use against standard Ceph Grunts, although it takes a lot
more bullets to do the job. More powerful later-game weapons such
as the Grendel battle rifle, Jackal full-auto shotgun, or Mk60 Mod 0
light machine gun are generally more effective against them.
Ceph Stalker Commander [Ceph Assault Command Unit]:
Appearance: 6.5 foot tall metal humanoid exoskeleton, hunched
over with forearm-mounted claws and tentacle "dreadlocks"
on the back of the head.
Health: 1500
Shields: 2000
Primary Weapon: Claws (730 damage)
Wrist-mounted energy fletchette launcher (200 damage)
Other Attacks: Leap attack
Damage Modifiers:
Torso: 100%
Head (armored): Hip shot: 20%
Aimed shot: 33%
Head (exposed): Hip shot: 300%
Aimed shot: 800%
Exposed Jelly: 150%
Exposed Jelly (tentacles): 300%
Sniper Bullet: Body: 200%
Head: 100%
Aimed headshot: 200%
Exposed Jelly: 400%
Microwave Emission: 150%
JAW Rocket: 40%
C4 Explosives: 200%
APC Cannon: 850%
APC Rocket: 550%
Description:
Similar to the Ceph Grunt Commanders, Ceph Stalker Commanders
serve as squad leaders over standard Ceph Stalkers. They're
actually rather rare, and only several appear throughout the entire
game. The first Ceph Stalker Commander you encounter is in
Mission 10: Semper Fi Or Die, at the head of a huge pack of nearly a
dozen Ceph Stalkers. Later Stalker Commanders will appear
alongside smaller groups of Ceph.
Stalker Commanders behave similarly to regular Stalkers, except for
the glowing red Armor shield that protects them from damage and
regenerates over time. Just like the Armor shield of Grunt
Commanders, the shield has to be brought down with weapons fire
before you can damage the Stalker Commander itself. Stalker
Commanders are particularly annoying since the shield prevents you
from grabbing them, which is the best way to counter a Stalker's
melee attacks.
Like Grunt Commanders, Stalker Commanders can withstand quite
a lot of damage, requiring about a full cip and a half of assault rifle
fire to bring down. Their high durability can be annoying when combined
with their relentless melee attacks. High-powered or close range
weapons such as the Jackal full-auto shotgun, Grendel battle rifle,
Mk60 Mod 0 light machine gun, or AY69 machine pistol are
particularly effective against them.
Ceph Heavy [Ceph Devastator Unit]:
Appearance: Massive, bulky, 10-foot tall Ceph exoskeleton, with a minigun
for one arm and a rocket launcher for the other. Helmet
greatly resembles Frank Horrigan from Fallout 2.
Health: 10000
Primary Weapon: Ceph minigun (100 damage)
Ceph mortar launcher (750 damage)
Other Attacks: Melee attack (900 damage)
Damage Modifiers:
Body:
LMG Bullet: 20%
Assault Rifle Bullet: 15%
SMG Bullet: 15%
Pistol Bullet: 15%
HMG Bullet: 25%
Sniper Bullet: 200%
Grendel Bullet: 15%
Gauss Bullet: 33%
Microwave Emission 75%
Melee Attack: 50%
All Other Attacks: 75%
Head (armored):
LMG Bullet: 20% (50% if aimed headshot)
Assault Rifle Bullet: 15% (33% if aimed headshot)
SMG Bullet: 15% (33% if aimed headshot)
Pistol Bullet: 15% (33% if aimed headshot)
HMG Bullet: 20% (50% if aimed headshot)
Sniper Bullet: 75%
Grendel Bullet: 25% (50% if aimed headshot)
Gauss Bullet: 100%
Microwave Emission 75%
Head (exposed):
LMG Bullet: 500% (1500% if aimed headshot)
Assault Rifle Bullet: 500% (1500% if aimed headshot)
SMG Bullet: 500% (1500% if aimed headshot)
Pistol Bullet: 500% (1500% if aimed headshot)
HMG Bullet: 250% (500% if aimed headshot)
Sniper Bullet: 300% (1500% if aimed headshot)
Grendel Bullet: 250% (500% if aimed headshot)
Gauss Bullet: 200%
Microwave Emission 75%
Exposed Jelly:
Sniper Bullet: 250%
HMG Bullet: 100%
Gauss Bullet: 50%
Microwave Emission: 75%
All Other Attacks: 100%
Exposed Jelly (back):
Shotgun Shell: 1000%
Gauss Bullet: 100%
Microwave Emission: 150%
All Other Attacks: 200%
Exposed Jelly (tentacles):
Gauss Bullet: 50%
Microwave Emission: 75%
All Other Attacks: 100%
Damage Modifiers (Explosives):
L-Tag Grenade: 150%
Frag Grenade: 150%
JAW Rocket: 60%
C4 Explosives: 300%
APC Cannon: 450%
APC Rocket: 750%
Description:
The Ceph Heavy is a HUGE Ceph infantry unit, equipped with a
rapid-fire 1200 rpm minigun-like energy weapon for one arm, and an
energy rocket launcher for the other. Heavies usually appear singularly,
accompanied by several Ceph Grunts or Stalkers. However in the
later levels there are times when you'll have to fight two Heavies at
once. A total of about 30 Ceph Heavies appear throughout the game,
with 2 or 3 appearing in each mission in the later stages of the game.
Heavies don't bother to take cover or use advanced infantry tactics,
instead simply walking towards you slowly while blasting away with
their energy minigun. If engaged at long range, they'll launch energy
rockets at you with their rocket launcher. Heavies are also strong
enough to casually toss cars and other objects aside while they
relentless storm towards you.
Besides having extremely high health, the Heavy is also equipped
with reinforced armor and takes significantly reduced damage from
most small arms fire, with most bullets only doing about 15% to 25%
normal damage. This makes Ceph Heavies EXTREMELY resistant
to most standard projectile weapons; it can take about 350 assault
rifle bullets to kill one. The electric pellets from the K-Volt
submachine gun and microwave beam from the X-43 MIKE are
reasonably effective against the Heavy, but it still takes about two
and a half clips of K-Volt fire or about 150 units of X-43 MIKE fire to
kill one.
Explosives are probably the most effective way of killing a Ceph
Heavy; it only takes 2 charges of C4, 3 direct hits from the JAW
rocket launcher, or about 5 frag or L-TAG grenades to kill a Heavy. In
the later levels of the game the Jackal full-auto shotgun is also very
effective against Heavies, and at close range can kill one in 3 or 4
seconds with 2 full clips of full-auto fire.
Finally, it's possible to knock off a Ceph Heavy's helmet with a dozen
or so direct bullet hits from an assault rifle or machine gun, exposing
their more vulnerable jelly head. Once their head is exposed, they
can be killed with several more direct headshots. This is best done
while firing from cover to avoid the Heavy's return fire.
Ceph Pinger [Ceph Armored Assault Drone]:
Appearance: 25-foot tall giant robot, consisting of a huge crested
alien robot head walking on three tripod-like legs.
Health: 20000
Primary Weapon: Pinger cannon (120 damage)
Other Attacks: Plasma Rocket (750 damage)
Sonic emission
Damage Modifiers (Armor):
LMG Bullet: 33%
Assault Rifle Bullet: 25%
SMG Bullet: 25%
Pistol Bullet: 25%
HMG Bullet: 25%
Sniper Bullet: 50%
Gauss Bullet: 25%
APC Cannon: 450%
Microwave Emission: 25%
Melee Attack: 50%
All Other Attacks: 100%
Damage Modifiers (Weak Point):
Microwave Emission: 100%
Sniper Bullet: Hip shot: 100% Aimed shot: 500%
Gauss Bullet: Hip shot: 100% Aimed shot: 150%
HMG Bullet: Hip shot: 25% Aimed shot: 50%
APC Cannon: 450%
Melee Attack: 2000%
All Other Attacks: Hip shot: 50% Aimed shot: 100%
Damage Modifiers (Explosives):
Swarmer Missile: 50%
APC Rocket: 350%
JAW Rocket: 50%
C4 Explosive: 200%
Description:
The Pinger is a 25-foot tall, AT-ST style walking tank, somewhat
similar to the Hunter Exosuits from the original game. They are
equipped with a powerful nose-mounted automatic cannon, which
can also fire a powerful charged "plasma rocket" shot that sticks
to objects and will explode after a couple seconds. They can also
periodically emit a spherical EMP shockwave which will completely
drain your nanosuit energy if you're standing too close. Their
auto-cannon is extremely powerful, and can shred you very quickly
even with Armor Mode activated, so it's very important to find good
cover to hide from the Pinger's attack.
These huge robots are used as "boss-like" encounters; a total of 3 of
them are fought on foot throughout the game, with one appearing at
the end of Mission 11: Corporate Collapse, Mission 14: Terminus,
and Mission 15: Power Out. A 4th Pinger appears during the vehicle
segment of Mission 18: Out of the Ashes, but is easily destroyed with
your vehicle's onboard weaponry.
Pingers are heavily armored and extremely durable; small arms fire
is largely ineffective against them (in theory it would take almost 900
rounds of assault rifle fire to kill one), so they are best destroyed with
explosives. Even with explosives it takes a lot to bring one down; it
takes 7 or 8 direct hits from the JAW rocket launcher or 14 to 15 hits
from the L-Tag grenade launcher to kill one. The HMG is also
moderately effective due to its high damage, and a full magazine of
150 HMG rounds will take off a little more than 3/4ths of a Pinger's
health. Likewise, a full 200 rounds of Mk60 Mod 0 fire will take
off a little over 1/2th a Pinger's health. Fortunately, the areas
in which you fight them usually have explosives and other powerful
weapons lying around in stockpiles for you to use against them.
While Pingers have a barrel-sized power-core/weakspot on their
backs, you don't actually have to shoot them there to damage them.
Indeed, it's better just to shoot the main body a lot instead of trying to
hit the weak spot, since the Pinger will constantly and rapidly twist its
head to face you and prevent you from getting line-of-sight on the
weak spot. It is possible to get a good shot on the weak spot by using
Cloak Mode to sneak up behind the Pinger (but only after the latest
patch, see notes below), but you'll only get a few shots off before the
Pinger manages to spin around and face you again. Also, the weak
spot only matters for bullets, explosives deal the same amount of
damage regardless of where you hit the Pinger.
Pingers do have one major weakness: they have no resistance to the
Grendel battle rifle or Jackal shotgun and can be killed surprisingly
quickly with either weapon. It only takes about 73 Grendel rounds or
22 direct close-range Jackal shots to kill one. You don't even have to
shoot the main body; you can hide in a low doorway where the
Pinger can't see you, and shoot it in the legs until it dies.
NOTE: Before the most recent patch, Pingers could see you even if
you were cloaked and would continue shooting you. This no longer seems
to be the case after the patch, although the Pinger will still
occasionally swivel it's head in your direction and seem to stare
at you.
Individual Pinger Strategies:
Mission 11: Corporate Collapse: The first Pinger you face has no
support, and you'll have a handful of Marines on your side firing at it
from the two nearby buildings. The battlefield has a pair of JAW
rocket launchers hidden in two alcoves nearby (marked on your
tactical display), as well as a stockpile of C4 and frag grenades on
top of the bridge in the middle of the courtyard. While there are not
enough JAW rockets around to kill the Pinger by themselves, it is
possible to get on top of the bridge and drop C4 onto the Pinger from
above; C4 charges deal very high damage to the Pinger and a
couple C4 charges combined with a few JAW rockets should destroy
it. You can also bring an L-TAG grenade launcher into the battle
from earlier in the level. Also, if you managed to get a Jackal shotgun
from the CELL troops earlier in the level (a possible but rare drop),
you can use that to take out the Pinger with close-range shots while
taking cover indoors.
Mission 14: Terminus: The second Pinger is fought in the middle of
Grand Central Station, and is accompanied by endlessly respawning
Ceph Grunts. You have a couple Marines on your side, but they die
pretty quickly (often before the Pinger even shows up). HMG turrets,
L-TAG grenade launchers, JAW rocket launchers, Grendel rifles,
and even 2 Swarmer missile pods can be found scattered around the
upper platform, but moving about up there leaves you heavily
exposed to the combined automatic fire from the Pingers and the
Ceph Grunts. The easiest way to take out this Pinger is to take cover
inside one of the stores on the lower level, and shoot the Pinger in
the legs with your Grendel until it dies. Alternatively you use
explosives and fire from the cover of the lower stores, and only
venture up to the upper platform using Cloak Mode to retrieve more
ammo.
Mission 15: Power Out: The third Pinger is fought in Times Square,
and is accompanied by endlessly respawning Ceph Stalkers. You
have about 3 Marines on your side (depending on how many
survived the earlier battle) and they actually survive pretty well, but
don't do much good against the Pinger itself other than distract it
occasionally. Again, there are about 3 or 4 JAW rocket launchers
scattered around the area, as well as a few HMG turrets. Again, the
easiest way to kill the Pinger is to shoot it with the Grendel from
behind solid cover, occasionally stopping to kill any Ceph Stalkers
that get too close to you. Alternatively, you can hit it with a few JAW
rocket shots, then finish it off with an HMG turret, again being sure to
fire from solid cover to hide from its return fire.
Ceph Guardian [Ceph Advanced Assault Unit]:
Appearance: 6.5 foot tall metal humanoid exoskeleton, hunched
over with forearm-mounted claws and tentacle "dreadlocks"
on the back of the head, and a "Sauron" style horned helmet.
Health: 10000
Primary Weapon: Claws (730 damage)
Wrist-mounted energy fletchette launcher (200 damage)
Other Attacks: Leap attack
Damage Modifiers:
Torso: 100%
Head (armored): Hip shot: 20%
Aimed shot: 33%
Head (exposed): Hip shot: 300%
Aimed shot: 800%
Exposed Jelly: 150%
Exposed Jelly (tentacles): 300%
Sniper Bullet: Body: 300%
Head: 1000%
Aimed headshot: 2000%
Exposed Jelly: 600%
Microwave Emission: 150%
APC Cannon: 850%
Description:
Ceph Guardians are "Overlord"-like Ceph Stalkers who are equipped
with unique cloaking devices, similar to the Cloak Mode of your
nanosuit. They can be found observing you from a distance at
several points in the game, but only fight you directly as a "final boss
battle" at the very end of the game. You confront a group of 4 Ceph
Guardians at the end of the final level, guarding the entrance to the
Ceph Lithoship's core.
In addition to their cloaking ability, Ceph Guardians have the agility
and speed of Ceph Stalkers, and the incredibly high health of Ceph
Heavies. Their high speed and very high durability makes them very
formidable enemies. While they lack the enhanced bullet-resistant
armor of Heavies, they have the same extremely high health and can
survive a very large amount of damage. It takes more than a 100
bullets from most weapons to kill them. Ceph Guardians also cannot
be grabbed in melee, although stealth kills still work against them
provided they're unaware of your presence.
Guardians behave similar to regular Ceph Stalkers, although their
cloaking devices make them significantly tougher to spot and track,
as they run around while invisible and only decloak just before they
attack you. The cloak is also more subtle than the ones used by other
similar FPS enemies, and can be difficult to spot even if you know to
look for it. You can spot them while cloaked using either Nano Vision
or the Cloak Tracker suit module.
The only real advantage you have when facing the Ceph Guardians
is the fact that they can't see through your own Cloak mode. If you
cloak before triggering the cutscene in which the four of them appear,
the battle will start with them unaware and standing still, giving you a
chance to sneak up on them and stealth kill them. You can usually
manage to stealth kill 1 or 2 of the Guardians before the remaining
ones catch on to your presence.
Once actual combat starts, you'll want to use hit-and-run tactics,
firing as many bullets as possible at the nearest Guardian, then
quickly running away before it can corner you and melee you to
death. The area you fight them in has many branching canyons and
plateau platforms for you to run and dodge around to evade them.
Powerful weapons such as the Grendel rifle, Mk60 Mod 0 LMG, or Jackal
auto-shotgun are very helpful here. The K-Volt can be used to
stunlock individual Guardians, but don't try to make a stand with it if
you're facing more than 1 at a time. Guardians can also be killed
with 2 JAW rockets or 2 Gauss rifle shots (provided you saved
the Gauss rifle from the previous level). The Gauss attachment for
the SCAR is less effective, requiring 5 shots to kill a Guardian.
One VERY easy way to kill the Guardians is to exploit the fact they
won't follow you into the water at the beginning of the area
(presumably the CryEngine A.I. has finally learned that it drowns
instantly from the Trigens in Far Cry and the North Korean soldiers in
Crysis). You can fire at them with impunity from the shallow lake,
while they're stuck on shore. If their return fire drops your Armor
Mode, you can take cover using the cliff walls to regenerate.
END OF TEXT
Copyright 2011 Alan Chan